Scheduled source refresh

OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=218
This commit is contained in:
Duarte Pousa 2019-10-09 21:34:47 +00:00 committed by Git OBS Bridge
parent 69b74599a2
commit d4d09459a2
5 changed files with 71 additions and 5 deletions

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-------------------------------------------------------------------
Wed Oct 09 20:56:30 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.9.3~git20191008:
* SDL: Switch audio device when plugged in.
* SDL: Add UI to reset audio device at runtime.
* SDL: Use a configurable output device.
* SDL: Use SDL2 audio API for output.
* cmake: Ignore if madbundle.sh fails.
* cmake: Remove old qmake options.
* [iOS] Resolve SDK 13 Generation
* Move window to center
* MainScreen: Prevent grid game buttons from becoming too wide if the png has the wrong dimensions.
* Vulkan: Always write gl_PointSize, fixes #12364. Remove unnecessary predeclaration of gl_Position.
* Android: Setup UI callback earlier if possible.
* UI: Allow pinning remote ISO paths.
* UI: Handle remote browsing asynchronously.
* UI: Cleanup browse button check.
* UI: Allow remote paths to be pinned.
* http: Use relative paths for remote isos.
* http: Don't treat http:// as a relative path.
* 1.9.3 commit
* Android: Finally fix our display sizing problems for good, hopefully.
* Android: Preparation for future cutout (notch) support
* Increase max aspect to 2.4. Fixes #12349
* Logging improvements
* Android: Setup UI callback before settings change.
* Fixes
* Make use of OnSystemUiVisibilityChangeListener to check whether navbar is hidden. Affects DPI calculations.
* Vulkan: Compile compute shaders only if enabled.
* Vulkan: Add a setting for hardware scaling.
* Vulkan: Initial 16-bit texture shader decode.
* Vulkan: Add 4xbrz texture shader.
* Make the barrier a bit more focused. Up some limits.
* Need a barrier on Mali. Strange that validation didn't warn...
* In the computeUpload path, use a shader intrinsic to unpack the color.
* Fix build error on 64-bit android
* Vulkan: Check coherent bit.
* Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there.
* Use a plain compute shader for RGBA8888 texture uploads, as a proof of concept.
* Vulkan: Add simple manager for compute shaders that upload data to images.
* SaveState: Handle compression thread better.
* UI: Join downloads on destruct.
* UI: Cleanup install threads from UI thread.
* Io: Join loading/manager threads more explicitly.
* http: Ensure webserver shutdown on exit.
* Core: Avoid detach for game loading thread.
* http: Avoid detaching threads, join instead.
* Reporting: Use a single message posting thread.
* Switch: Configure base paths.
* Switch: Cleanup some includes.
* Switch: Disable IPv6.
* Switch: Add basic defines for checks/reporting.
* Vulkan GPU profiler: Measure the CPU time spent on the render thread recording command buffers.
* Io: Correct result on async file not found.
* Io: Wait async thread on IO completion.
* Io: Cleanup some logging.
* Io: Check callbacks in sceIoWaitAsyncCB().
* Io: Handle open async in a thread.
* Io: Use async for read/write/seek/ioctl.
* Io: Prepare HLE thread handling for async.
* Psmf: Cleanup finishThread save state handling.
* Io: Cleanup some error handling.
* Io: Store sceIoChangeAsyncPriority value.
* Psmf: Use kernel memory for helper thread stack.
-------------------------------------------------------------------
Sat Oct 05 10:54:10 UTC 2019 - pousaduarte@gmail.com

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Name: ppsspp
Version: 1.9.2~git20191003
Version: 1.9.3~git20191008
Release: 0
Summary: PlayStation Portable Emulator
License: GPL-2.0+